技术点
1、d3.js通过投影把地图数据的json映射到3维空间中,城市地图的json下载我就不多讲了,网上有很多教程,换成自己所需的城市就行;
2、地图上展示的数据展示的label,一开始用的sprite小精灵模型做的,但是会失真不清楚,后来换成了CSS2DRenderer这种方式,就相当于把html渲染到3维空间里,屡试不爽;
3、为了达到“酷炫智能”效果,在一加载和点击区县的时候,做了camera的动画(镜头移动、拉近),在这里就要在vue中引入tween.js了,tween做补间动画,还是很好用的;
4、地图边缘做了个流光效果,这个有很多厉害的博主介绍过,我是稍作了下修改;
5、每切换一个tab,隐藏/显示相应模型,所以把一组模型放到一组group里;
源码位置
依赖版本
lien0219/vue2-test: vue2日常练习,后台管理简易模板 (github.com)
分解
tween这个包提前去下载好,在main.js中声明
// 补间动画
import tween from "./utils/tween";
Vue.use(ElementUI);
Vue.use(tween);
主要的代码Main.vue
<template>
<div>
<div id="container"></div>
<div id="tooltip"></div>
<el-button-group class="button-group">
<el-button type="" icon="" @click="groupOneChange">首页总览</el-button>
<el-button type="" icon="" @click="groupTwoChange">应急管理</el-button>
<el-button type="" icon="" @click="groupThreeChange">能源管理</el-button>
<el-button type="" icon="" @click="groupFourChange">环境监测</el-button>
<!-- <el-button type="" icon="">综合能源监控中心</el-button> -->
</el-button-group>
</div>
</template>
<script>
import * as THREE from "three";
import * as d3 from "d3";
import { OrbitControls } from "three/examples/jsm/controls/OrbitControls.js";
import {
CSS2DRenderer,
CSS2DObject,
} from "three/examples/jsm/renderers/CSS2DRenderer.js";
export default {
data() {
return {
camera: null,
scene: null,
renderer: null,
labelRenderer: null,
container: null,
// mesh: null,
controller: null,
map: null,
raycaster: null,
mouse: null,
tooltip: null,
lastPick: null,
mapEdgeLightObj: {
mapEdgePoints: [],
lightOpacityGeometry: null, // 单独把geometry提出来,动画用
// 边缘流光参数
lightSpeed: 3,
lightCurrentPos: 0,
lightOpacitys: null,
},
// 每个屏幕模型一组
groupOne: new THREE.Group(),
groupTwo: new THREE.Group(),
groupThree: new THREE.Group(),
groupFour: new THREE.Group(),
// groupOne 统计信息
cityWaveMeshArr: [],
cityCylinderMeshArr: [],
cityMarkerMeshArr: [],
cityNumMeshArr: [],
// groupTwo 告警信息
alarmWaveMeshArr: [],
alarmCylinderMeshArr: [],
alarmNameMeshArr: [],
// groupThree 能源
energyWaveMeshArr: [],
energyCylinderMeshArr: [],
energyNameMeshArr: [],
// groupFour 环境
monitorWaveMeshArr: [],
monitorIconMeshArr: [],
monitorNameMeshArr: [],
// 城市信息
mapConfig: {
deep: 0.2,
},
// 摄像机移动位置,初始:0, -5, 1
cameraPosArr: [
// {x: 0.0, y: -0.3, z: 1},
// {x: 5.0, y: 5.0, z: 2},
// {x: 3.0, y: 3.0, z: 2},
// {x: 0, y: 5.0, z: 2},
// {x: -2.0, y: 3.0, z: 1},
{ x: 0, y: -3.0, z: 3.8 },
],
// 数据 - 区县总数量
dataTotal: [
{
name: "淄川区",
adcode: "370302",
total: 129,
brief:
"经营范围包括凭资质证从事炉窑工程专业承包贰级;工业窑炉热工设备、环保节能设备、机电设备、仪器仪表、电器的制造、销售及调试。",
},
{
name: "张店区",
adcode: "370303",
total: 89,
brief:
"经营范围包括凭资质证从事炉窑工程专业承包贰级;工业窑炉热工设备、环保节能设备、机电设备、仪器仪表、电器的制造、销售及调试。",
},
{
name: "博山区",
adcode: "370304",
total: 205,
brief:
"经营范围包括凭资质证从事炉窑工程专业承包贰级;工业窑炉热工设备、环保节能设备、机电设备、仪器仪表、电器的制造、销售及调试。",
},
{
name: "沂源县",
adcode: "370323",
total: 26,
brief:
"经营范围包括凭资质证从事炉窑工程专业承包贰级;工业窑炉热工设备、环保节能设备、机电设备、仪器仪表、电器的制造、销售及调试。",
},
{
name: "高青县",
adcode: "370322",
total: 8,
brief:
"经营范围包括凭资质证从事炉窑工程专业承包贰级;工业窑炉热工设备、环保节能设备、机电设备、仪器仪表、电器的制造、销售及调试。",
},
],
dataAlarm: [
{
name: "张店区",
adcode: "370303",
level: 1,
type: "压力异常",
content: "检测到压力过高,超过标准2000Pa",
company: "窑炉5厂",
location: "张店区万山村",
tel: "18861899887",
},
{
name: "沂源县",
adcode: "370303",
level: 1,
type: "温度异常",
content: "检测到温度2900°C,超过标准1200-1800°C",
company: "窑炉1厂",
location: "沂源县白塔镇南万山村",
tel: "13561899812",
},
{
name: "博山区",
adcode: "370303",
level: 2,
type: "压力异常",
content: "检测到压力过高,超过标准2000Pa",
company: "窑炉2厂",
location: "博山区白塔镇南万山村",
tel: "14561899817",
},
{
name: "临淄区",
adcode: "370303",
level: 3,
type: "用水异常",
content: "检测到用水异常,超过标准10万吨",
company: "窑炉3厂",
location: "临淄区南万山村",
tel: "18061899829",
},
],
dataEnergy: [
{
name: "张店区",
adcode: "370303",
level: 1,
type: "用水异常",
content: "检测到用水异常",
company: "窑炉5厂",
location: "张店区万山村",
tel: "18861899887",
},
{
name: "高青县",
adcode: "370303",
level: 1,
type: "用电异常",
content: "检测到用电异常",
company: "窑炉1厂",
location: "沂源县白塔镇南万山村",
tel: "13561899812",
},
{
name: "淄川区",
adcode: "370303",
level: 2,
type: "用气异常",
content: "检测到用气异常",
company: "窑炉2厂",
location: "博山区白塔镇南万山村",
tel: "14561899817",
},
],
dataMonitor: [
{
name: "临淄区",
adcode: "370303",
monitor: "监控点一",
// type: 2,
content: "正常",
company: "窑炉5厂",
location: "张店区万山村",
},
{
name: "张店区",
adcode: "370303",
monitor: "监控点二",
// type: 1,
content: "正常",
company: "窑炉1厂",
location: "沂源县白塔镇南万山村",
},
{
name: "淄川区",
adcode: "370303",
monitor: "监控点三",
// type: 2,
content: "正常",
company: "窑炉2厂",
location: "博山区白塔镇南万山村",
},
],
};
},
mounted() {
this.init();
this.animate();
window.addEventListener("resize", this.onWindowSize);
},
methods: {
//初始化
init() {
this.container = document.getElementById("container");
this.setScene();
this.setCamera();
this.setRenderer(); // 创建渲染器对象
this.setController(); // 创建控件对象
this.addHelper();
this.loadMapData();
this.setEarth();
this.setRaycaster();
this.setLight();
},
setScene() {
// 创建场景对象Scene
this.scene = new THREE.Scene();
},
setCamera() {
// 第二参数就是 长度和宽度比 默认采用浏览器 返回以像素为单位的窗口的内部宽度和高度
this.camera = new THREE.PerspectiveCamera(
75,
window.innerWidth / window.innerHeight,
0.1,
500
);
this.camera.position.set(0, -5, 1); // 0, -5, 1
this.camera.lookAt(new THREE.Vector3(0, 0, 0)); // 0, 0, 0 this.scene.position
},
setRenderer() {
this.renderer = new THREE.WebGLRenderer({
antialias: true,
// logarithmicDepthBuffer: true, // 是否使用对数深度缓存
});
this.renderer.setSize(
this.container.clientWidth,
this.container.clientHeight
);
this.renderer.setPixelRatio(window.devicePixelRatio);
// this.renderer.sortObjects = false; // 是否需要对对象排序
this.container.appendChild(this.renderer.domElement);
this.labelRenderer = new CSS2DRenderer();
this.labelRenderer.setSize(
this.container.clientWidth,
this.container.clientHeight
);
this.labelRenderer.domElement.style.position = "absolute";
this.labelRenderer.domElement.style.top = 0;
this.container.appendChild(this.labelRenderer.domElement);
},
setController() {
this.controller = new OrbitControls(
this.camera,
this.labelRenderer.domElement
);
this.controller.minDistance = 2;
this.controller.maxDistance = 5.5; // 5.5
// 阻尼(惯性)
// this.controller.enableDamping = true;
// this.controller.dampingFactor = 0.04;
this.controller.minAzimuthAngle = -Math.PI / 4;
this.controller.maxAzimuthAngle = Math.PI / 4;
this.controller.minPolarAngle = 1;
this.controller.maxPolarAngle = Math.PI - 0.1;
// 修改相机的lookAt是不会影响THREE.OrbitControls的target的
// this.controller.target = new THREE.Vector3(0, -5, 2);
},
// 辅助线
addHelper() {
// let helper = new THREE.CameraHelper(this.camera);
// this.scene.add(helper);
//轴辅助 (每一个轴的长度)
let axisHelper = new THREE.AxisHelper(150); // 红线是X轴,绿线是Y轴,蓝线是Z轴
// this.scene.add(axisHelper);
let gridHelper = new THREE.GridHelper(100, 30, 0x2c2c2c, 0x888888);
// this.scene.add(gridHelper);
},
setLight() {
const ambientLight = new THREE.AmbientLight(0x404040, 1.2);
this.scene.add(ambientLight);
// // 平行光
const directionalLight = new THREE.DirectionalLight(0xffffff, 1.0);
this.scene.add(directionalLight);
// 聚光光源 - 照模型
// const spotLight = new THREE.SpotLight(0xffffff, 0.9);
// spotLight.position.set(1, -4, 4);
// spotLight.castShadow = true;
// this.scene.add(spotLight);
// 聚光光源辅助线
// const spotLightHelper = new THREE.SpotLightHelper(spotLight);
// this.scene.add(spotLightHelper);
// 点光源 - 照模型
const test = new THREE.PointLight("#ffffff", 1.8, 20);
test.position.set(1, -7, 7);
this.scene.add(test);
const testHelperMap = new THREE.PointLightHelper(test);
this.scene.add(testHelperMap);
// 点光源 - 蓝色照地球
const pointLightMap = new THREE.PointLight("#4161ff", 1.4, 20);
pointLightMap.position.set(0, 7, 3);
this.scene.add(pointLightMap);
const spotLightHelperMap = new THREE.PointLightHelper(pointLightMap);
// this.scene.add(spotLightHelperMap);
},
// 加载地图数据
loadMapData() {
const loader = new THREE.FileLoader();
loader.load("/static/map/json/zibo.json", (data) => {
const jsondata = JSON.parse(data);
this.addMapGeometry(jsondata);
});
},
// 地图模型
addMapGeometry(jsondata) {
// 初始化一个地图对象
this.map = new THREE.Object3D();
// 墨卡托投影转换
const projection = d3
.geoMercator()
.center([118.2, 36.7]) // 淄博市
// .scale(2000)
.translate([0.2, 0.15]); // 根据地球贴图做轻微调整
jsondata.features.forEach((elem) => {
// 定一个省份3D对象
const province = new THREE.Object3D();
// 每个的 坐标 数组
const coordinates = elem.geometry.coordinates;
// 循环坐标数组
coordinates.forEach((multiPolygon) => {
multiPolygon.forEach((polygon) => {
const shape = new THREE.Shape();
const lineMaterial = new THREE.LineBasicMaterial({
color: "#ffffff",
// linewidth: 1,
// linecap: 'round', //ignored by WebGLRenderer
// linejoin: 'round' //ignored by WebGLRenderer
});
// const lineGeometry = new THREE.Geometry();
// for (let i = 0; i < polygon.length; i++) {
// const [x, y] = projection(polygon[i]);
// if (i === 0) {
// shape.moveTo(x, -y);
// }
// shape.lineTo(x, -y);
// lineGeometry.vertices.push(new THREE.Vector3(x, -y, 3));
// }
const lineGeometry = new THREE.BufferGeometry();
const pointsArray = new Array();
for (let i = 0; i < polygon.length; i++) {
const [x, y] = projection(polygon[i]);
if (i === 0) {
shape.moveTo(x, -y);
}
shape.lineTo(x, -y);
pointsArray.push(new THREE.Vector3(x, -y, this.mapConfig.deep));
// 做边缘流光效果,把所有点保存下来
this.mapEdgeLightObj.mapEdgePoints.push([
x,
-y,
this.mapConfig.deep,
]);
}
// console.log(pointsArray);
lineGeometry.setFromPoints(pointsArray);
const extrudeSettings = {
depth: this.mapConfig.deep,
bevelEnabled: false, // 对挤出的形状应用是否斜角
};
const geometry = new THREE.ExtrudeGeometry(shape, extrudeSettings);
const material = new THREE.MeshPhongMaterial({
color: "#4161ff",
transparent: true,
opacity: 0.4,
side: THREE.FrontSide,
// depthTest: true,
});
const material1 = new THREE.MeshLambertMaterial({
color: "#10004a",
transparent: true,
opacity: 0.7,
side: THREE.FrontSide,
// wireframe: true
});
const mesh = new THREE.Mesh(geometry, [material, material1]);
const line = new THREE.Line(lineGeometry, lineMaterial);
// 将省份的属性 加进来
province.properties = elem.properties;
// 将城市信息放到模型中,后续做动画用
if (elem.properties.centroid) {
const [x, y] = projection(elem.properties.centroid); // uv映射坐标
province.properties._centroid = [x, y];
}
// console.log(elem.properties);
province.add(mesh);
province.add(line);
});
});
// province.scale.set(5, 5, 0);
// province.position.set(0, 0, 0);
// console.log(province);
this.map.add(province);
});
this.setMapEdgeLight();
this.setMapName();
this.scene.add(this.map);
// 获取数据后,加载模型
this.getResponseData();
},
// 地图边缘流光效果
setMapEdgeLight() {
// console.log(this.mapEdgeLightObj.mapEdgePoints);
let positions = new Float32Array(
this.mapEdgeLightObj.mapEdgePoints.flat(1)
); // 数组深度遍历扁平化
// console.log(positions);
this.mapEdgeLightObj.lightOpacityGeometry = new THREE.BufferGeometry();
// 设置顶点
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute(
"position",
new THREE.BufferAttribute(positions, 3)
);
// 设置 粒子透明度为 0
this.mapEdgeLightObj.lightOpacitys = new Float32Array(
positions.length
).map(() => 0);
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute(
"aOpacity",
new THREE.BufferAttribute(this.mapEdgeLightObj.lightOpacitys, 1)
);
// 顶点着色器
const vertexShader = `
attribute float aOpacity;
uniform float uSize;
varying float vOpacity;
void main(){
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
gl_PointSize = uSize;
vOpacity=aOpacity;
}
`;
// 片段着色器
const fragmentShader = `
varying float vOpacity;
uniform vec3 uColor;
float invert(float n){
return 1.-n;
}
void main(){
if(vOpacity <=0.2){
discard;
}
vec2 uv=vec2(gl_PointCoord.x,invert(gl_PointCoord.y));
vec2 cUv=2.*uv-1.;
vec4 color=vec4(1./length(cUv));
color*=vOpacity;
color.rgb*=uColor;
gl_FragColor=color;
}
`;
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true, // 设置透明
// blending: THREE.AdditiveBlending,
uniforms: {
uSize: {
value: 5.0,
},
uColor: {
value: new THREE.Color("#ffffff"), // 光点颜色 fffb85
},
},
});
// material.blending = THREE.AdditiveBlending;
const opacityPointsMesh = new THREE.Points(
this.mapEdgeLightObj.lightOpacityGeometry,
material
);
this.scene.add(opacityPointsMesh);
},
// 地球贴图纹理
setEarth() {
const geometry = new THREE.PlaneGeometry(14.0, 14.0);
const texture = new THREE.TextureLoader().load(
"/static/map/texture/earth.jpg"
);
const bumpTexture = new THREE.TextureLoader().load(
"/static/map/texture/earth.jpg"
);
// texture.wrapS = THREE.RepeatWrapping; // 质地.包裹
// texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.MeshPhongMaterial({
map: texture, // 贴图
bumpMap: bumpTexture,
bumpScale: 0.05,
// specularMap: texture,
// specular: 0xffffff,
// shininess: 1,
// color: "#000000",
side: THREE.FrontSide,
});
const earthPlane = new THREE.Mesh(geometry, material);
this.scene.add(earthPlane);
},
// 地图label
setMapName() {
this.map.children.forEach((elem, index) => {
// 找到中心点
const y = -elem.properties._centroid[1];
const x = elem.properties._centroid[0];
// 转化为二维坐标
const vector = new THREE.Vector3(x, y, this.mapConfig.deep + 0.01);
// 添加城市名称
this.setCityName(vector, elem.properties.name);
});
},
// 获取数据后,加载模型
getResponseData() {
let self = this;
setTimeout(function () {
self.addCityModel();
self.addAlarmModel();
self.addEnergyModel();
self.addMonitorModel();
// 初始化动画
setTimeout(self.cameraTween, 1000);
}, 500);
},
// 地区中心点 - 获取向量
mapElem2Centroid(elem) {
// 找到中心点
const y = -elem.properties._centroid[1];
const x = elem.properties._centroid[0];
// 转化为二维坐标
const vector = new THREE.Vector3(x, y, this.mapConfig.deep + 0.01);
return vector;
},
// 数据归一化,映射到0-1区间 - 获取最大值
getMaxV(distributionInfo) {
let max = 0;
for (let item of distributionInfo) {
if (max < item.total) max = item.total;
}
return max;
},
// 数据归一化,映射到0-1区间 - 获取最小值
getMinV(distributionInfo) {
let min = 1000000;
for (let item of distributionInfo) {
if (min > item.total) min = item.total;
}
return min;
},
// 数据归一化,映射到0-1区间
normalization(data, min, max) {
let normalizationRatio = (data - min) / (max - min);
return normalizationRatio;
},
// GroupOne 添加模型
addCityModel() {
// 数据归一化
const min = this.getMinV(this.dataTotal);
const max = this.getMaxV(this.dataTotal);
// 添加模型
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataTotal
if (this.dataTotal) {
const vector = this.mapElem2Centroid(elem);
this.dataTotal.forEach((d) => {
// 数据归一化,映射到0-1区间
let num = this.normalization(d.total, min, max);
// 判断区县
if (d.name === elem.properties.name) {
// 添加城市光波
this.setCityWave(vector);
// 添加城市标记
this.setCityMarker(vector);
// 添加城市光柱
this.setCityCylinder(vector, num);
// 添加城市数据
this.setCityNum(vector, num, d);
}
});
this.scene.add(this.groupOne);
}
});
},
// GroupTwo 添加模型
addAlarmModel() {
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataAlarm
if (this.dataAlarm) {
const vector = this.mapElem2Centroid(elem);
// 各等级颜色 1、2、3
const colorLevel = ["#ff1800", "#FF8A00", "#FAE52D"];
this.dataAlarm.forEach((d) => {
// 判断区县
if (d.name === elem.properties.name) {
// 添加告警光波
this.setAlarmWave(vector, colorLevel[d.level - 1]);
// 添加告警标记
this.setAlarmCylinder(vector, colorLevel[d.level - 1]);
// 添加告警名称
this.setAlarmName(vector, colorLevel[d.level - 1], d);
}
});
// 先隐藏,通过按钮控制
this.groupTwo.visible = false;
this.scene.add(this.groupTwo);
}
});
},
// GroupThree 添加模型
addEnergyModel() {
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataEnergy
if (this.dataEnergy) {
const vector = this.mapElem2Centroid(elem);
// 各等级颜色 1、2、3
const colorLevel = ["#ff1800", "#FF8A00", "#FAE52D"];
this.dataEnergy.forEach((d) => {
// 判断区县
if (d.name === elem.properties.name) {
// 添加能源光波
this.setEnergyWave(vector, colorLevel[d.level - 1]);
// 添加能源标记
this.setEnergyCylinder(vector, colorLevel[d.level - 1]);
// 添加能源名称
this.setEnergyName(vector, colorLevel[d.level - 1], d);
}
});
// 先隐藏,通过按钮控制
this.groupThree.visible = false;
this.scene.add(this.groupThree);
}
});
},
// GroupFour 添加模型
addMonitorModel() {
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataMonitor
if (this.dataMonitor) {
const vector = this.mapElem2Centroid(elem);
// 各等级颜色 1、2、3
this.dataMonitor.forEach((d) => {
// 判断区县
if (d.name === elem.properties.name) {
// 添加监测光波
this.setMonitorWave(vector);
// 添加监测标记
this.setMonitorIcon(vector);
// 添加监测名称
this.setMonitorName(vector, d);
}
});
// 先隐藏,通过按钮控制
this.groupFour.visible = false;
this.scene.add(this.groupFour);
}
});
},
// 城市 - 光柱
setCityCylinder(vector, num) {
const height = num;
const geometry = new THREE.CylinderGeometry(0.08, 0.08, height, 20);
// 顶点着色器
const vertexShader = `
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow(dot(normalize(viewVector), actual_normal), 3.0);
}
`;
// 片段着色器
const fragmentShader = `
varying float intensity;
void main() {
vec3 glow = vec3(246, 239, 0) * 3.0;
gl_FragColor = vec4(glow, 1);
}
`;
let material = new THREE.MeshPhongMaterial({
// ShaderMaterial
// uniforms: {
// viewVector: this.camera.position
// },
// vertexShader: vertexShader,
// fragmentShader: fragmentShader,
color: "#ede619",
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true,
// depthTest: false,
precision: "mediump",
// depthFunc: THREE.LessEqualDepth,
opacity: 0.9,
});
const cylinder = new THREE.Mesh(geometry, material);
cylinder.position.set(vector.x, vector.y, vector.z + height / 2);
cylinder.rotateX(Math.PI / 2);
cylinder.scale.set(1, 1, 1);
// cylinder.position.z -= height / 2;
// cylinder.translateY(-height);
cylinder._height = height;
// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cylinder.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityCylinderMeshArr.push(cylinder);
this.groupOne.add(cylinder);
// this.scene.add(cylinder);
},
// 城市 - 光波
setCityWave(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load("/static/map/texture/wave.png");
// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityWaveMaterial = new THREE.MeshBasicMaterial({
color: "#ede619", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
let cityWaveMesh = new THREE.Mesh(cityGeometry, cityWaveMaterial);
cityWaveMesh.position.set(vector.x, vector.y, vector.z);
cityWaveMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小
// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cityWaveMesh.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityWaveMeshArr.push(cityWaveMesh);
this.groupOne.add(cityWaveMesh);
// 添加到场景中
// this.scene.add(cityWaveMesh);
},
// 城市 - 标记
setCityMarker(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(0.3, 0.3); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load("/static/map/texture/marker.png");
// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityMaterial = new THREE.MeshBasicMaterial({
color: "#ffe000", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
cityMaterial.blending = THREE.CustomBlending;
cityMaterial.blendSrc = THREE.SrcAlphaFactor;
cityMaterial.blendDst = THREE.DstAlphaFactor;
cityMaterial.blendEquation = THREE.AddEquation;
let cityMarkerMesh = new THREE.Mesh(cityGeometry, cityMaterial);
cityMarkerMesh.position.set(vector.x, vector.y, vector.z);
cityMarkerMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小
this.cityMarkerMeshArr.push(cityMarkerMesh);
this.groupOne.add(cityMarkerMesh);
// 添加到场景中
// this.scene.add(cityMarkerMesh);
},
// 城市 - 数据显示
setCityNum(vector, num, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement("div");
div.className = "city-num-label";
div.textContent = data.total;
const contentDiv = document.createElement("div");
contentDiv.className = "city-num-label-content";
contentDiv.innerHTML =
"本区县共有窑炉企业 " +
data.total +
" 个。<br/>" +
"介绍:" +
data.brief;
div.appendChild(contentDiv);
const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, num + 0.5);
label.visible = true;
this.cityNumMeshArr.push(label);
this.groupOne.add(label);
// this.scene.add(spritey);
},
// 城市 - 名称显示
setCityName(vector, name) {
let spritey = this.makeTextSprite(name, {
fontface: "微软雅黑",
fontsize: 28, // 定100调整位置,下面通过scale缩放
fontColor: { r: 255, g: 255, b: 255, a: 1.0 },
borderColor: { r: 94, g: 94, b: 94, a: 0.0 },
backgroundColor: { r: 255, g: 255, b: 0, a: 0.0 },
borderThickness: 2,
round: 6,
});
// 轻微偏移,错开光柱
spritey.position.set(vector.x + 0.06, vector.y + 0.0, 0.22); // num + 0.3
this.scene.add(spritey);
},
// 城市 - 名称显示 - 小精灵mesh
makeTextSprite(message, parameters) {
if (parameters === undefined) parameters = {};
let fontface = parameters["fontface"];
let fontsize = parameters["fontsize"];
let fontColor = parameters["fontColor"];
let borderThickness = parameters["borderThickness"];
let borderColor = parameters["borderColor"];
let backgroundColor = parameters["backgroundColor"];
// var spriteAlignment = THREE.SpriteAlignment.topLeft;
let canvas = document.createElement("canvas");
let context = canvas.getContext("2d");
context.font = "Bold " + fontsize + "px " + fontface;
// get size data (height depends only on font size)
let metrics = context.measureText(message);
let textWidth = metrics.width;
// background color
context.fillStyle =
"rgba(" +
backgroundColor.r +
"," +
backgroundColor.g +
"," +
backgroundColor.b +
"," +
backgroundColor.a +
")";
// border color
context.strokeStyle =
"rgba(" +
borderColor.r +
"," +
borderColor.g +
"," +
borderColor.b +
"," +
borderColor.a +
")";
context.lineWidth = borderThickness;
const painting = {
width: textWidth * 1.4 + borderThickness * 2,
height: fontsize * 1.4 + borderThickness * 2,
round: parameters["round"],
};
// 1.4 is extra height factor for text below baseline: g,j,p,q.
// context.fillRect(0, 0, painting.width, painting.height)
this.roundRect(
context,
borderThickness / 2,
borderThickness / 2,
painting.width,
painting.height,
painting.round
);
// text color
context.fillStyle =
"rgba(" +
fontColor.r +
"," +
fontColor.g +
"," +
fontColor.b +
"," +
fontColor.a +
")";
context.textAlign = "center";
context.textBaseline = "middle";
context.fillText(message, painting.width / 2, painting.height / 2);
// canvas contents will be used for a texture
let texture = new THREE.Texture(canvas);
texture.needsUpdate = true;
let spriteMaterial = new THREE.SpriteMaterial({
map: texture,
useScreenCoordinates: false,
depthTest: false, // 解决精灵谍影问题
// blending: THREE.AdditiveBlending,
// transparent: true,
// alignment: spriteAlignment
});
let sprite = new THREE.Sprite(spriteMaterial);
sprite.scale.set(1, 1 / 2, 1);
return sprite;
},
// 城市 - 名称显示 - 样式
roundRect(ctx, x, y, w, h, r) {
ctx.beginPath();
ctx.moveTo(x + r, y);
ctx.lineTo(x + w - r, y);
ctx.quadraticCurveTo(x + w, y, x + w, y + r);
ctx.lineTo(x + w, y + h - r);
ctx.quadraticCurveTo(x + w, y + h, x + w - r, y + h);
ctx.lineTo(x + r, y + h);
ctx.quadraticCurveTo(x, y + h, x, y + h - r);
ctx.lineTo(x, y + r);
ctx.quadraticCurveTo(x, y, x + r, y);
ctx.closePath();
ctx.fill();
ctx.stroke();
},
// 告警 - 光波
setAlarmWave(vector, color) {
const geometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load("/static/map/texture/alarm.png");
const material = new THREE.MeshBasicMaterial({
color: color,
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide,
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(vector.x, vector.y, vector.z);
mesh.scale.set(0.4, 0.4, 0.4); // 设置mesh大小
this.alarmWaveMeshArr.push(mesh);
this.groupTwo.add(mesh);
},
// 告警 - 三角锥标记
setAlarmCylinder(vector, color) {
const geometry = new THREE.CylinderGeometry(0.1, 0.0, 0.3, 3);
let material = new THREE.MeshPhongMaterial({
// ShaderMaterial
color: color,
side: THREE.FrontSide,
// blending: THREE.AdditiveBlending,
transparent: true,
opacity: 0.8,
});
const cylinder = new THREE.Mesh(geometry, material);
cylinder.position.set(vector.x, vector.y, vector.z + 0.3);
cylinder.rotateX(Math.PI / 2);
cylinder.scale.set(1, 1, 1);
this.alarmCylinderMeshArr.push(cylinder);
this.groupTwo.add(cylinder);
},
// 告警 - 名称显示
setAlarmName(vector, color, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement("div");
div.className = "alarm-label";
const icon = document.createElement("span");
icon.className = "alarm-label-icon";
icon.textContent = "●";
icon.style.color = color;
div.appendChild(icon);
const text = document.createElement("span");
text.className = "alarm-label-text";
text.textContent = data.type;
div.appendChild(text);
const contentDiv = document.createElement("div");
contentDiv.className = "alarm-label-content";
contentDiv.innerHTML =
"告警:" +
data.content +
"<br/>" +
"企业:" +
data.company +
"<br/>" +
"位置:" +
data.location +
"<br/>" +
"电话:" +
data.tel;
div.appendChild(contentDiv);
const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, vector.z + 0.65);
label.visible = false;
this.alarmNameMeshArr.push(label);
this.groupTwo.add(label);
// this.scene.add(spritey);
},
// 能源 - 光波
setEnergyWave(vector, color) {
const geometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load("/static/map/texture/alarm.png");
const material = new THREE.MeshBasicMaterial({
color: color,
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide,
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(vector.x, vector.y, vector.z);
mesh.scale.set(0.4, 0.4, 0.4); // 设置mesh大小
this.energyWaveMeshArr.push(mesh);
this.groupThree.add(mesh);
},
// 能源 - 三角锥标记
setEnergyCylinder(vector, color) {
const geometry = new THREE.CylinderGeometry(0.1, 0.0, 0.3, 20);
let material = new THREE.MeshPhongMaterial({
// ShaderMaterial
color: color,
side: THREE.FrontSide,
// blending: THREE.AdditiveBlending,
transparent: true,
opacity: 0.8,
});
const cylinder = new THREE.Mesh(geometry, material);
cylinder.position.set(vector.x, vector.y, vector.z + 0.3);
cylinder.rotateX(Math.PI / 2);
cylinder.scale.set(1, 1, 1);
this.energyCylinderMeshArr.push(cylinder);
this.groupThree.add(cylinder);
},
// 能源 - 名称显示
setEnergyName(vector, color, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement("div");
div.className = "alarm-label";
const icon = document.createElement("span");
icon.className = "alarm-label-icon";
icon.textContent = "◆";
icon.style.color = color;
div.appendChild(icon);
const text = document.createElement("span");
text.className = "alarm-label-text";
text.textContent = data.type;
div.appendChild(text);
const contentDiv = document.createElement("div");
contentDiv.className = "alarm-label-content";
contentDiv.innerHTML =
"告警:" +
data.content +
"<br/>" +
"企业:" +
data.company +
"<br/>" +
"位置:" +
data.location +
"<br/>" +
"电话:" +
data.tel;
div.appendChild(contentDiv);
const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, vector.z + 0.65);
label.visible = false;
this.energyNameMeshArr.push(label);
this.groupThree.add(label);
// this.scene.add(spritey);
},
// 监测 - 光波
setMonitorWave(vector) {
const geometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load("/static/map/texture/marker.png");
const material = new THREE.MeshBasicMaterial({
color: "#B3FFFF",
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 0.9,
side: THREE.FrontSide,
depthWrite: false, //禁止写入深度缓冲区数据
// blending: THREE.AdditiveBlending,
});
let mesh = new THREE.Mesh(geometry, material);
mesh.position.set(vector.x, vector.y, vector.z);
mesh.scale.set(0.4, 0.4, 0.4); // 设置mesh大小
this.monitorWaveMeshArr.push(mesh);
this.groupFour.add(mesh);
},
// 监测 - 标记
setMonitorIcon(vector) {
const geometry = new THREE.PlaneGeometry(1, 1);
const texture = new THREE.TextureLoader().load(
"/static/map/texture/monitor.png"
);
let material = new THREE.MeshPhongMaterial({
map: texture,
// color: "#ffffff",
side: THREE.DoubleSide,
blending: THREE.AdditiveBlending,
transparent: true,
opacity: 0.9,
});
const mesh = new THREE.Mesh(geometry, material);
mesh.position.set(vector.x, vector.y, vector.z + 0.25);
mesh.rotateX(Math.PI / 4);
mesh.scale.set(0.3, 0.3, 0.3);
// mesh.lookAt(this.camera.position)
this.monitorIconMeshArr.push(mesh);
this.groupFour.add(mesh);
},
// 监测 - 名称显示
setMonitorName(vector, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement("div");
div.className = "alarm-label";
const icon = document.createElement("span");
icon.className = "alarm-label-icon";
icon.textContent = "◉";
icon.style.color = "#ffffff";
div.appendChild(icon);
const text = document.createElement("span");
text.className = "alarm-label-text";
text.textContent = data.monitor;
div.appendChild(text);
const contentDiv = document.createElement("div");
contentDiv.className = "alarm-label-content";
contentDiv.innerHTML =
"状态:" + data.content + "<br/>" + "位置:" + data.location;
div.appendChild(contentDiv);
const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, vector.z + 0.65);
label.visible = false;
this.monitorNameMeshArr.push(label);
this.groupFour.add(label);
// this.scene.add(spritey);
},
// 射线
setRaycaster() {
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.tooltip = document.getElementById("tooltip");
const onMouseMove = (event) => {
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.tooltip.style.left = event.clientX + 2 + "px";
this.tooltip.style.top = event.clientY + 2 + "px";
};
// 点击地图事件
const onClick = (event) => {
// console.log(this.lastPick);
if (this.lastPick && "point" in this.lastPick)
this.mapClickTween(this.lastPick.point);
else this.resetCameraTween();
};
window.addEventListener("mousemove", onMouseMove, false);
window.addEventListener("click", onClick, false);
},
// 鼠标悬浮显示
showTip() {
// 显示省份的信息
if (this.lastPick) {
const properties = this.lastPick.object.parent.properties;
this.tooltip.textContent = properties.name;
this.tooltip.style.visibility = "visible";
} else {
this.tooltip.style.visibility = "hidden";
}
},
// 窗口变化
onWindowSize() {
// let container = document.getElementById("container");
this.camera.aspect =
this.container.clientWidth / this.container.clientHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(
this.container.clientWidth,
this.container.clientHeight
);
this.labelRenderer.setSize(
this.container.clientWidth,
this.container.clientHeight
);
},
// Tween - 城市光柱动画
cityCylinderTween() {
this.cityCylinderMeshArr.forEach((mesh) => {
// console.log(mesh);
const begin = {
z: mesh.position.z,
};
const end = {
z: mesh.position.z + mesh._height,
};
const self = this;
this.$tween.use({
begin,
end,
time: 1000,
onUpdate(obj) {
mesh.position.z = obj.z;
},
onComplete() {
// 动画结束,显示数据
self.cityNumMeshArr.forEach((e) => {
e.visible = true;
});
// console.log(document.getElementsByClassName("city-num-label"));
// for (let i = 0; i < document.getElementsByClassName("city-num-label").length; i++) {
// document.getElementsByClassName("city-num-label")[i].style.display = "block"
// }
},
});
});
},
// Tween - 加载时相机移动动画
cameraTween(i) {
// console.log("cameraTween");
!i ? (i = 0) : (i = i);
if (i > this.cameraPosArr.length - 1) {
// this.cityCylinderTween();
return false;
}
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[i].x,
y: this.cameraPosArr[i].y,
z: this.cameraPosArr[i].z,
// x: 0,
// y: -3.0,
// z: 3.8,
};
const self = this;
this.$tween.use({
begin,
end,
time: 1500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
// self.controller.target.x = obj.x;
// self.controller.target.y = obj.y;
// self.controller.target.z = obj.z;
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
self.cameraTween(i + 1);
},
});
},
// Tween - 点击省份动画
mapClickTween(pos) {
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: pos.x,
y: pos.y,
z: pos.z + 2.5,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
self.camera.lookAt(obj.x, obj.y, obj.z);
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
},
});
},
// Tween - 重置相机
resetCameraTween() {
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[this.cameraPosArr.length - 1].x,
y: this.cameraPosArr[this.cameraPosArr.length - 1].y,
z: this.cameraPosArr[this.cameraPosArr.length - 1].z,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
self.camera.lookAt(0, 0, 0);
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
},
});
},
// 动画
animate() {
requestAnimationFrame(this.animate);
this.showTip();
this.animationMouseover();
// city
this.animationCityWave();
this.animationCityMarker();
this.animationCityCylinder();
this.animationCityEdgeLight();
// alarm
this.animationAlarmWave();
this.animationAlarmCylinder();
// energy
this.animationEnergyWave();
// monitor
this.animationMonitorWave();
this.controller.update();
this.renderer.render(this.scene, this.camera);
this.labelRenderer.render(this.scene, this.camera);
},
// 动画 - 鼠标悬浮动作
animationMouseover() {
// 通过摄像机和鼠标位置更新射线
this.raycaster.setFromCamera(this.mouse, this.camera);
// 计算物体和射线的焦点,与当场景相交的对象有那些
const intersects = this.raycaster.intersectObjects(
this.scene.children,
true // true,则同时也会检测所有物体的后代
);
// 恢复上一次清空的
if (this.lastPick) {
this.lastPick.object.material[0].color.set("#4161ff");
// this.lastPick.object.material[1].color.set('#00035d');
}
this.lastPick = null;
this.lastPick = intersects.find(
(item) => item.object.material && item.object.material.length === 2 // 选择map object
);
if (this.lastPick) {
this.lastPick.object.material[0].color.set("#00035d");
// this.lastPick.object.material[1].color.set('#00035d');
}
},
// 动画 - 城市光柱
animationCityCylinder() {
this.cityCylinderMeshArr.forEach((mesh) => {
// console.log(mesh);
// 着色器动作
// let viewVector = new THREE.Vector3().subVectors(this.camera.position, mesh.getWorldPosition());
// mesh.material.uniforms.viewVector.value = this.camera.position;
// mesh.translateY(0.05);
// mesh.position.z <= mesh._height * 2 ? mesh.position.z += 0.05 : "";
// mesh.scale.z <= 1 ? mesh.scale.z += 0.05 : "";
});
},
// 动画 - 城市光波
animationCityWave() {
// console.log(this.cityWaveMesh);
this.cityWaveMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.size += 0.005; // Math.random() / 100 / 2
let scale = mesh.size / 1;
mesh.scale.set(scale, scale, scale);
if (mesh.size <= 0.5) {
mesh.material.opacity = 1;
} else if (mesh.size > 0.5 && mesh.size <= 1) {
mesh.material.opacity = 1.0 - (mesh.size - 0.5) * 2; // 0.5以后开始加透明度直到0
} else if (mesh.size > 1 && mesh.size < 2) {
mesh.size = 0;
}
});
},
// 动画 - 城市标记
animationCityMarker() {
this.cityMarkerMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.rotation.z += 0.05;
});
},
// 动画 - 城市边缘流光
animationCityEdgeLight() {
if (
this.mapEdgeLightObj.lightOpacitys &&
this.mapEdgeLightObj.mapEdgePoints
) {
if (
this.mapEdgeLightObj.lightCurrentPos >
this.mapEdgeLightObj.mapEdgePoints.length
) {
this.mapEdgeLightObj.lightCurrentPos = 0;
}
this.mapEdgeLightObj.lightCurrentPos += this.mapEdgeLightObj.lightSpeed;
for (let i = 0; i < this.mapEdgeLightObj.lightSpeed; i++) {
this.mapEdgeLightObj.lightOpacitys[
(this.mapEdgeLightObj.lightCurrentPos - i) %
this.mapEdgeLightObj.mapEdgePoints.length
] = 0;
}
for (let i = 0; i < 100; i++) {
this.mapEdgeLightObj.lightOpacitys[
(this.mapEdgeLightObj.lightCurrentPos + i) %
this.mapEdgeLightObj.mapEdgePoints.length
] = i / 50 > 2 ? 2 : i / 50;
}
if (this.mapEdgeLightObj.lightOpacityGeometry) {
this.mapEdgeLightObj.lightOpacityGeometry.attributes.aOpacity.needsUpdate = true;
}
}
},
// 动画 - 告警光波
animationAlarmWave() {
// console.log(this.alarmWaveMeshArr);
this.alarmWaveMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.rotation.z -= 0.01;
});
},
// 动画 - 告警三角锥
animationAlarmCylinder() {
this.alarmCylinderMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.rotation.y += 0.03;
// if(mesh.position.z < 0.8) {
// mesh.position.z += 0.03;
// } else if(mesh.position.z > 1.2) {
// mesh.position.z -= 0.03;
// }
});
},
// 动画 - 能源光波
animationEnergyWave() {
this.energyWaveMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.rotation.z -= 0.01;
});
},
// 动画 - 监测光波
animationMonitorWave() {
this.monitorWaveMeshArr.forEach((mesh) => {
// console.log(mesh);
mesh.rotation.z += 0.03;
});
},
// 切换Group形态
groupOneChange() {
console.log("groupOneChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach((e) => {
e.visible = true;
});
this.alarmNameMeshArr.forEach((e) => {
e.visible = false;
});
this.energyNameMeshArr.forEach((e) => {
e.visible = false;
});
this.monitorNameMeshArr.forEach((e) => {
e.visible = false;
});
this.groupOne.visible = true;
this.groupTwo.visible = false;
this.groupThree.visible = false;
this.groupFour.visible = false;
},
groupTwoChange() {
console.log("groupTwoChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach((e) => {
e.visible = false;
});
this.alarmNameMeshArr.forEach((e) => {
e.visible = true;
});
this.energyNameMeshArr.forEach((e) => {
e.visible = false;
});
this.monitorNameMeshArr.forEach((e) => {
e.visible = false;
});
this.groupOne.visible = false;
this.groupTwo.visible = true;
this.groupThree.visible = false;
this.groupFour.visible = false;
},
groupThreeChange() {
console.log("groupThreeChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach((e) => {
e.visible = false;
});
this.alarmNameMeshArr.forEach((e) => {
e.visible = false;
});
this.energyNameMeshArr.forEach((e) => {
e.visible = true;
});
this.monitorNameMeshArr.forEach((e) => {
e.visible = false;
});
this.groupOne.visible = false;
this.groupTwo.visible = false;
this.groupThree.visible = true;
this.groupFour.visible = false;
},
groupFourChange() {
console.log("groupFourChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach((e) => {
e.visible = false;
});
this.alarmNameMeshArr.forEach((e) => {
e.visible = false;
});
this.energyNameMeshArr.forEach((e) => {
e.visible = false;
});
this.monitorNameMeshArr.forEach((e) => {
e.visible = true;
});
this.groupOne.visible = false;
this.groupTwo.visible = false;
this.groupThree.visible = false;
this.groupFour.visible = true;
},
},
};
</script>
<style>
#container {
position: absolute;
width: 100%;
height: 100%;
}
#tooltip {
position: absolute;
z-index: 2;
background: linear-gradient(180deg, #b0deff 0%, #2c4fdc 100%);
padding: 6px 10px;
color: #fff;
border: 2px solid #fae52d;
font-weight: bold;
font-size: 16px;
/* border-radius: 4px; */
visibility: hidden;
}
#cityName {
z-index: 2;
}
.button-group {
position: absolute;
left: 24px;
top: 24px;
z-index: 2;
}
/* 城市统计数据 */
.city-num-label {
width: 32px;
height: 32px;
line-height: 32px;
font-size: 16px;
font-weight: bold;
color: #ffffff;
border-radius: 100px;
background-color: rgba(192, 174, 12, 0.8);
box-shadow: 0px 0px 4px rgba(237, 230, 25, 0.5);
border: 2px solid rgba(237, 230, 25, 1);
/* font-family: 'PingFang SC'; */
text-align: center;
cursor: pointer;
/* opacity: 0.8; */
transition: all 0.1s linear;
}
.city-num-label:hover {
margin-top: -60px;
width: 300px;
min-height: 140px;
padding: 16px 16px;
text-align: left;
/* opacity: 1.0; */
border-radius: 4px;
box-shadow: 0px 0px 12px rgba(237, 230, 25, 0.9);
}
.city-num-label-content {
display: none;
font-size: 12px;
line-height: 24px;
color: #eeeeee;
}
.city-num-label:hover .city-num-label-content {
display: block;
}
/* 告警名称 */
.alarm-label {
min-width: 100px;
height: 32px;
line-height: 30px;
border-radius: 4px;
background: rgba(10, 26, 52, 0.8);
border: 1px solid #59aff9;
box-shadow: 0px 0px 4px rgba(3, 149, 255, 0.5);
text-align: center;
cursor: pointer;
transition: all 0.1s linear;
}
.alarm-label:hover {
margin-top: -60px;
width: 300px;
min-height: 140px;
padding: 16px 16px;
text-align: left;
/* opacity: 1.0; */
box-shadow: 0px 0px 12px rgba(3, 149, 255, 0.9);
}
.alarm-label-icon {
margin-right: 4px;
font-size: 22px;
}
.alarm-label-text {
font-size: 16px;
font-weight: bold;
color: #ffffff;
}
.alarm-label-content {
display: none;
font-size: 12px;
line-height: 24px;
color: #eeeeee;
}
.alarm-label:hover .alarm-label-content {
display: block;
}
</style>
需要引入的插件
import * as THREE from "three";
import * as d3 from 'd3';
import { OrbitControls } from 'three/examples/jsm/controls/OrbitControls.js';
import { CSS2DRenderer, CSS2DObject } from 'three/examples/jsm/renderers/CSS2DRenderer.js';
data里的属性,把摄像机、场景、控制器、城市上的数据、城市上的模型,都放在这先声明一下,因为牵扯到很多模型、摄像机、动画的逻辑变化,所以放到这就相当于全局变量,后续用的话很方便。
data() {
return {
camera: null,
scene: null,
renderer: null,
labelRenderer: null,
container: null,
// mesh: null,
controller: null,
map: null,
raycaster: null,
mouse: null,
tooltip: null,
lastPick: null,
mapEdgeLightObj: {
mapEdgePoints: [],
lightOpacityGeometry: null, // 单独把geometry提出来,动画用
// 边缘流光参数
lightSpeed: 3,
lightCurrentPos: 0,
lightOpacitys: null,
},
// 每个屏幕模型一组
groupOne: new THREE.Group(),
groupTwo: new THREE.Group(),
groupThree: new THREE.Group(),
groupFour: new THREE.Group(),
// groupOne 统计信息
cityWaveMeshArr: [],
cityCylinderMeshArr: [],
cityMarkerMeshArr: [],
cityNumMeshArr: [],
// groupTwo 告警信息
alarmWaveMeshArr: [],
alarmCylinderMeshArr: [],
alarmNameMeshArr: [],
// groupThree 能源
energyWaveMeshArr: [],
energyCylinderMeshArr: [],
energyNameMeshArr: [],
// groupFour 环境
monitorWaveMeshArr: [],
monitorIconMeshArr: [],
monitorNameMeshArr: [],
// 城市信息
mapConfig: {
deep: 0.2,
},
// 摄像机移动位置,初始:0, -5, 1
cameraPosArr: [
// {x: 0.0, y: -0.3, z: 1},
// {x: 5.0, y: 5.0, z: 2},
// {x: 3.0, y: 3.0, z: 2},
// {x: 0, y: 5.0, z: 2},
// {x: -2.0, y: 3.0, z: 1},
{x: 0, y: -3.0, z: 3.8},
],
// 数据 - 区县总数量
dataTotal: [xxxxxx],
dataAlarm: [xxxxxx],
dataEnergy: [xxxxxx],
dataMonitor: [xxxxxx],
};
},
注意,renderer渲染器初始化的时候,除了正常的WebGLRenderer,别忘了CSS2DRenderer(为了在图上显示html的label),没用过这种的小伙伴,也可以先看一下官方的three.js examples
其他如果有不明白的,可以把three的官方文档看一下three.js docs
根据地图的json,用d3的墨卡托投影来绘制地图模型了。在这里从static里,加载山东淄博市的json数据(这种json格式,不了解的可以查一下,对绘制地图也有帮助)
// 加载地图数据
loadMapData() {
const loader = new THREE.FileLoader();
loader.load("/static/map/json/zibo.json", data => {
const jsondata = JSON.parse(data);
this.addMapGeometry(jsondata);
})
},
// 地图模型
addMapGeometry(jsondata) {
// 初始化一个地图对象
this.map = new THREE.Object3D();
// 墨卡托投影转换
const projection = d3
.geoMercator()
.center([118.2, 36.7]) // 淄博市
// .scale(2000)
.translate([0.2, 0.15]); // 根据地球贴图做轻微调整
jsondata.features.forEach((elem) => {
// 定一个省份3D对象
const province = new THREE.Object3D();
// 每个的 坐标 数组
const coordinates = elem.geometry.coordinates;
// 循环坐标数组
coordinates.forEach((multiPolygon) => {
multiPolygon.forEach((polygon) => {
const shape = new THREE.Shape();
const lineMaterial = new THREE.LineBasicMaterial({
color: '#ffffff',
// linewidth: 1,
// linecap: 'round', //ignored by WebGLRenderer
// linejoin: 'round' //ignored by WebGLRenderer
});
// const lineGeometry = new THREE.Geometry();
// for (let i = 0; i < polygon.length; i++) {
// const [x, y] = projection(polygon[i]);
// if (i === 0) {
// shape.moveTo(x, -y);
// }
// shape.lineTo(x, -y);
// lineGeometry.vertices.push(new THREE.Vector3(x, -y, 3));
// }
const lineGeometry = new THREE.BufferGeometry();
const pointsArray = new Array();
for (let i = 0; i < polygon.length; i++) {
const [x, y] = projection(polygon[i]);
if (i === 0) {
shape.moveTo(x, -y);
}
shape.lineTo(x, -y);
pointsArray.push(new THREE.Vector3(x, -y, this.mapConfig.deep));
// 做边缘流光效果,把所有点保存下来
this.mapEdgeLightObj.mapEdgePoints.push([x, -y, this.mapConfig.deep]);
}
// console.log(pointsArray);
lineGeometry.setFromPoints(pointsArray);
const extrudeSettings = {
depth: this.mapConfig.deep,
bevelEnabled: false, // 对挤出的形状应用是否斜角
};
const geometry = new THREE.ExtrudeGeometry(
shape,
extrudeSettings
);
const material = new THREE.MeshPhongMaterial({
color: '#4161ff',
transparent: true,
opacity: 0.4,
side: THREE.FrontSide,
// depthTest: true,
});
const material1 = new THREE.MeshLambertMaterial({
color: '#10004a',
transparent: true,
opacity: 0.7,
side: THREE.FrontSide,
// wireframe: true
});
const mesh = new THREE.Mesh(geometry, [material, material1]);
const line = new THREE.Line(lineGeometry, lineMaterial);
// 将省份的属性 加进来
province.properties = elem.properties;
// 将城市信息放到模型中,后续做动画用
if (elem.properties.centroid) {
const [x, y] = projection(elem.properties.centroid) // uv映射坐标
province.properties._centroid = [x, y]
}
// console.log(elem.properties);
province.add(mesh);
province.add(line);
})
})
// province.scale.set(5, 5, 0);
// province.position.set(0, 0, 0);
// console.log(province);
this.map.add(province);
})
this.setMapEdgeLight();
this.setMapName();
this.scene.add(this.map);
// 获取数据后,加载模型
this.getResponseData();
},
注意:
1.d3.geoMercator().center([118.2, 36.7]) .translate([0.2, 0.15]),因为地球表面是一个plane模型,贴了一个真实的地图,所以有一些沟壑河流,要根据translate做轻微调整,使模型其更贴合。
2、lineGeometry.vertices在高版本的three库中已弃用,改用BufferGeometry了
3、在循环所有地图边界点的时候,保存到了mapEdgePoints中,后续做地图边缘流光效果的时候用的上
4、整体思路就是,把地图先绘制成一个平面,然后通过ExtrudeGeometry模型拉一个深度,这个地图再贴到地球表面这个plane模型上,就好了
接下来在边界加一圈流光效果
// 地图边缘流光效果
setMapEdgeLight() {
// console.log(this.mapEdgeLightObj.mapEdgePoints);
let positions = new Float32Array(this.mapEdgeLightObj.mapEdgePoints.flat(1)); // 数组深度遍历扁平化
// console.log(positions);
this.mapEdgeLightObj.lightOpacityGeometry = new THREE.BufferGeometry();
// 设置顶点
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute("position", new THREE.BufferAttribute(positions, 3));
// 设置 粒子透明度为 0
this.mapEdgeLightObj.lightOpacitys = new Float32Array(positions.length).map(() => 0);
this.mapEdgeLightObj.lightOpacityGeometry.setAttribute("aOpacity", new THREE.BufferAttribute(this.mapEdgeLightObj.lightOpacitys, 1));
// 顶点着色器
const vertexShader = `
attribute float aOpacity;
uniform float uSize;
varying float vOpacity;
void main(){
gl_Position = projectionMatrix*modelViewMatrix*vec4(position,1.0);
gl_PointSize = uSize;
vOpacity=aOpacity;
}
`
// 片段着色器
const fragmentShader = `
varying float vOpacity;
uniform vec3 uColor;
float invert(float n){
return 1.-n;
}
void main(){
if(vOpacity <=0.2){
discard;
}
vec2 uv=vec2(gl_PointCoord.x,invert(gl_PointCoord.y));
vec2 cUv=2.*uv-1.;
vec4 color=vec4(1./length(cUv));
color*=vOpacity;
color.rgb*=uColor;
gl_FragColor=color;
}
`
const material = new THREE.ShaderMaterial({
vertexShader: vertexShader,
fragmentShader: fragmentShader,
transparent: true, // 设置透明
// blending: THREE.AdditiveBlending,
uniforms: {
uSize: {
value: 5.0
},
uColor: {
value: new THREE.Color("#ffffff") // 光点颜色 fffb85
}
}
})
// material.blending = THREE.AdditiveBlending;
const opacityPointsMesh = new THREE.Points(this.mapEdgeLightObj.lightOpacityGeometry, material);
this.scene.add(opacityPointsMesh);
},
这里的整体思路是,之前已经把边界的点保存下来了,点一个接一个的亮,就形成了好看的流光效果。
animationCityEdgeLight方法是在animate中的,每一帧画面如何动的,可以先理解一下,后面再讲。
地表的模型和贴图
// 地球贴图纹理
setEarth() {
const geometry = new THREE.PlaneGeometry(14.0, 14.0);
const texture = new THREE.TextureLoader().load('/static/map/texture/earth.jpg');
const bumpTexture = new THREE.TextureLoader().load('/static/map/texture/earth.jpg');
// texture.wrapS = THREE.RepeatWrapping; // 质地.包裹
// texture.wrapT = THREE.RepeatWrapping;
const material = new THREE.MeshPhongMaterial({
map: texture, // 贴图
bumpMap: bumpTexture,
bumpScale: 0.05,
// specularMap: texture,
// specular: 0xffffff,
// shininess: 1,
// color: "#000000",
side: THREE.FrontSide}
);
const earthPlane = new THREE.Mesh(geometry, material);
this.scene.add(earthPlane);
},
获取区县中心点这个方法,后续会用到很多次,各种模型的展示基本都要基于这个定位。
// 地区中心点 - 获取向量
mapElem2Centroid(elem) {
// 找到中心点
const y = -elem.properties._centroid[1];
const x = elem.properties._centroid[0];
// 转化为二维坐标
const vector = new THREE.Vector3(x, y, this.mapConfig.deep + 0.01);
return vector;
},
接下来我们看一下如何往地图上,添加数据上的模型,这里要提前讲一下,后台获取的数据我们是不确定的,地图就这么大,不可能根据数值无限放大、缩小模型,那样效果很不好,所以,在一开始我们就要把数据做【归一化】处理,顾名思义,就是把数据都放到0-1之间,再根据这个比例来定模型多大
// 数据归一化,映射到0-1区间 - 获取最大值
getMaxV(distributionInfo) {
let max = 0;
for (let item of distributionInfo) {
if (max < item.total) max = item.total;
}
return max;
},
// 数据归一化,映射到0-1区间 - 获取最小值
getMinV(distributionInfo) {
let min = 1000000;
for (let item of distributionInfo) {
if (min > item.total) min = item.total;
}
return min;
},
// 数据归一化,映射到0-1区间
normalization(data, min, max) {
let normalizationRatio = (data - min) / (max - min)
return normalizationRatio
},
// GroupOne 添加模型
addCityModel() {
// 数据归一化
const min = this.getMinV(this.dataTotal);
const max = this.getMaxV(this.dataTotal);
// 添加模型
this.map.children.forEach((elem, index) => {
// console.log(elem);
// 满足数据条件 dataTotal
if(this.dataTotal) {
const vector = this.mapElem2Centroid(elem);
this.dataTotal.forEach(d => {
// 数据归一化,映射到0-1区间
let num = this.normalization(d.total, min, max);
// 判断区县
if(d.name === elem.properties.name) {
// 添加城市光波
this.setCityWave(vector);
// 添加城市标记
this.setCityMarker(vector);
// 添加城市光柱
this.setCityCylinder(vector, num);
// 添加城市数据
this.setCityNum(vector, num, d);
}
})
this.scene.add(this.groupOne);
}
})
},
这里我们展示第一个tab的城市模型(其它tab的同理),这个tab里,用addCityModel这个方法里,循环把各种模型添加进去;
这个包含几种模型:城市光波(从城市中央扩散)、标记(自转)、光柱、数据,具体对照可以看一下下图,一目了然
接下来,我们看下每类模型是怎么创建的
// 城市 - 光柱
setCityCylinder(vector, num) {
const height = num;
const geometry = new THREE.CylinderGeometry(0.08, 0.08, height, 20);
// 顶点着色器
const vertexShader = `
uniform vec3 viewVector;
varying float intensity;
void main() {
gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4( position, 1.0 );
vec3 actual_normal = vec3(modelMatrix * vec4(normal, 0.0));
intensity = pow(dot(normalize(viewVector), actual_normal), 3.0);
}
`
// 片段着色器
const fragmentShader = `
varying float intensity;
void main() {
vec3 glow = vec3(246, 239, 0) * 3.0;
gl_FragColor = vec4(glow, 1);
}
`
let material = new THREE.MeshPhongMaterial({ // ShaderMaterial
// uniforms: {
// viewVector: this.camera.position
// },
// vertexShader: vertexShader,
// fragmentShader: fragmentShader,
color: "#ede619",
side: THREE.FrontSide,
blending: THREE.AdditiveBlending,
transparent: true,
// depthTest: false,
precision: "mediump",
// depthFunc: THREE.LessEqualDepth,
opacity: 0.9,
});
const cylinder = new THREE.Mesh(geometry, material);
cylinder.position.set(vector.x, vector.y, vector.z + height / 2);
cylinder.rotateX(Math.PI / 2);
cylinder.scale.set(1, 1, 1);
// cylinder.position.z -= height / 2;
// cylinder.translateY(-height);
cylinder._height = height;
// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cylinder.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityCylinderMeshArr.push(cylinder);
this.groupOne.add(cylinder);
// this.scene.add(cylinder);
},
// 城市 - 光波
setCityWave(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(1, 1); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load('/static/map/texture/wave.png');
// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityWaveMaterial = new THREE.MeshBasicMaterial({
color: "#ede619", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
let cityWaveMesh = new THREE.Mesh(cityGeometry, cityWaveMaterial);
cityWaveMesh.position.set(vector.x, vector.y, vector.z);
cityWaveMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小
// 法向量计算位置
// let coordVec3 = vector.normalize();
// // mesh默认在XOY平面上,法线方向沿着z轴new THREE.Vector3(0, 0, 1)
// let meshNormal = new THREE.Vector3(0, 0, 0);
// // 四元数属性,角度旋转,quaternion表示mesh的角度状态,setFromUnitVectors();计算两个向量之间构成的四元数值
// cityWaveMesh.quaternion.setFromUnitVectors(meshNormal, coordVec3);
this.cityWaveMeshArr.push(cityWaveMesh);
this.groupOne.add(cityWaveMesh);
// 添加到场景中
// this.scene.add(cityWaveMesh);
},
// 城市 - 标记
setCityMarker(vector) {
const cityGeometry = new THREE.PlaneBufferGeometry(0.3, 0.3); //默认在XOY平面上
const textureLoader = new THREE.TextureLoader(); // TextureLoader创建一个纹理加载器对象
const texture = textureLoader.load('/static/map/texture/marker.png');
// 如果不同mesh材质的透明度、颜色等属性同一时刻不同,材质不能共享
const cityMaterial = new THREE.MeshBasicMaterial({
color: "#ffe000", // 0x22ffcc
map: texture,
transparent: true, //使用背景透明的png贴图,注意开启透明计算
opacity: 1.0,
side: THREE.FrontSide, //双面可见
depthWrite: false, //禁止写入深度缓冲区数据
blending: THREE.AdditiveBlending,
});
cityMaterial.blending = THREE.CustomBlending;
cityMaterial.blendSrc = THREE.SrcAlphaFactor;
cityMaterial.blendDst = THREE.DstAlphaFactor;
cityMaterial.blendEquation = THREE.AddEquation;
let cityMarkerMesh = new THREE.Mesh(cityGeometry, cityMaterial);
cityMarkerMesh.position.set(vector.x, vector.y, vector.z);
cityMarkerMesh.size = 0;
// cityWaveMesh.scale.set(0.1, 0.1, 0.1); // 设置mesh大小
this.cityMarkerMeshArr.push(cityMarkerMesh);
this.groupOne.add(cityMarkerMesh);
// 添加到场景中
// this.scene.add(cityMarkerMesh);
},
// 城市 - 数据显示
setCityNum(vector, num, data) {
// CSS2DRenderer生成的标签直接就是挂在真实的DOM上,并非是Vue的虚拟DOM上
const div = document.createElement('div');
div.className = 'city-num-label';
div.textContent = data.total;
const contentDiv = document.createElement('div');
contentDiv.className = 'city-num-label-content';
contentDiv.innerHTML =
'本区县共有窑炉企业 ' + data.total + ' 个。<br/>' +
'介绍:' + data.brief
;
div.appendChild(contentDiv);
const label = new CSS2DObject(div);
label.position.set(vector.x, vector.y, num + 0.5);
label.visible = true;
this.cityNumMeshArr.push(label);
this.groupOne.add(label);
// this.scene.add(spritey);
},
鼠标悬浮到地图上,可以识别,可以显示label,这得益于three的raycaster
// 射线
setRaycaster() {
this.raycaster = new THREE.Raycaster();
this.mouse = new THREE.Vector2();
this.tooltip = document.getElementById('tooltip');
const onMouseMove = (event) => {
this.mouse.x = (event.clientX / window.innerWidth) * 2 - 1;
this.mouse.y = -(event.clientY / window.innerHeight) * 2 + 1;
this.tooltip.style.left = event.clientX + 2 + 'px';
this.tooltip.style.top = event.clientY + 2 + 'px';
}
// 点击地图事件
const onClick = (event) => {
// console.log(this.lastPick);
if(this.lastPick && "point" in this.lastPick) this.mapClickTween(this.lastPick.point);
else this.resetCameraTween();
}
window.addEventListener('mousemove', onMouseMove, false);
window.addEventListener('click', onClick, false);
},
// 鼠标悬浮显示
showTip() {
// 显示省份的信息
if (this.lastPick) {
const properties = this.lastPick.object.parent.properties;
this.tooltip.textContent = properties.name;
this.tooltip.style.visibility = 'visible';
} else {
this.tooltip.style.visibility = 'hidden';
}
},
// 窗口变化
onWindowSize() {
// let container = document.getElementById("container");
this.camera.aspect = this.container.clientWidth / this.container.clientHeight;
this.camera.updateProjectionMatrix();
this.renderer.setSize(this.container.clientWidth, this.container.clientHeight);
this.labelRenderer.setSize(this.container.clientWidth, this.container.clientHeight);
},
地图点击有一些事件的触发,这就避免不了需要移动摄像机。
比如:点击区县,摄像机拉进;点击空白,摄像机归位。页面加载完成时,摄像机从地表移动到现在的位置
// Tween - 加载时相机移动动画
cameraTween(i) {
// console.log("cameraTween");
!i ? i = 0 : i = i;
if(i > this.cameraPosArr.length - 1) {
// this.cityCylinderTween();
return false;
}
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[i].x,
y: this.cameraPosArr[i].y,
z: this.cameraPosArr[i].z,
// x: 0,
// y: -3.0,
// z: 3.8,
};
const self = this;
this.$tween.use({
begin,
end,
time: 1500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
// self.controller.target.x = obj.x;
// self.controller.target.y = obj.y;
// self.controller.target.z = obj.z;
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
self.cameraTween(i+1);
}
});
},
// Tween - 点击省份动画
mapClickTween(pos) {
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: pos.x,
y: pos.y,
z: pos.z + 2.5,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
self.camera.lookAt(obj.x, obj.y, obj.z);
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
}
});
},
// Tween - 重置相机
resetCameraTween() {
//关闭控制器
this.controller.enabled = false;
const begin = {
x: this.camera.position.x,
y: this.camera.position.y,
z: this.camera.position.z,
};
const end = {
x: this.cameraPosArr[this.cameraPosArr.length - 1].x,
y: this.cameraPosArr[this.cameraPosArr.length - 1].y,
z: this.cameraPosArr[this.cameraPosArr.length - 1].z,
};
const self = this;
this.$tween.use({
begin,
end,
time: 500,
onUpdate(obj) {
self.camera.position.x = obj.x;
self.camera.position.y = obj.y;
self.camera.position.z = obj.z;
self.camera.lookAt(0, 0, 0);
// 控制器更新
self.controller.update();
},
onComplete() {
self.controller.enabled = true;
}
});
},
动画,就会用到神库Tween了,之前我们也引入了。
看一下animation的方法,我们的光波、城市标记怎么动,都在这里了
// 动画
animate() {
requestAnimationFrame(this.animate);
this.showTip();
this.animationMouseover();
// city
this.animationCityWave();
this.animationCityMarker();
this.animationCityCylinder();
this.animationCityEdgeLight();
this.controller.update();
this.renderer.render(this.scene, this.camera);
this.labelRenderer.render(this.scene, this.camera);
},
// 动画 - 鼠标悬浮动作
animationMouseover() {
// 通过摄像机和鼠标位置更新射线
this.raycaster.setFromCamera(this.mouse, this.camera)
// 计算物体和射线的焦点,与当场景相交的对象有那些
const intersects = this.raycaster.intersectObjects(
this.scene.children,
true // true,则同时也会检测所有物体的后代
)
// 恢复上一次清空的
if (this.lastPick) {
this.lastPick.object.material[0].color.set('#4161ff');
// this.lastPick.object.material[1].color.set('#00035d');
}
this.lastPick = null;
this.lastPick = intersects.find(
(item) => item.object.material && item.object.material.length === 2 // 选择map object
)
if (this.lastPick) {
this.lastPick.object.material[0].color.set('#00035d');
// this.lastPick.object.material[1].color.set('#00035d');
}
},
// 动画 - 城市光柱
animationCityCylinder() {
this.cityCylinderMeshArr.forEach(mesh => {
// console.log(mesh);
// 着色器动作
// let viewVector = new THREE.Vector3().subVectors(this.camera.position, mesh.getWorldPosition());
// mesh.material.uniforms.viewVector.value = this.camera.position;
// mesh.translateY(0.05);
// mesh.position.z <= mesh._height * 2 ? mesh.position.z += 0.05 : "";
// mesh.scale.z <= 1 ? mesh.scale.z += 0.05 : "";
})
},
// 动画 - 城市光波
animationCityWave() {
// console.log(this.cityWaveMesh);
this.cityWaveMeshArr.forEach(mesh => {
// console.log(mesh);
mesh.size += 0.005; // Math.random() / 100 / 2
let scale = mesh.size / 1;
mesh.scale.set(scale, scale, scale);
if(mesh.size <= 0.5) {
mesh.material.opacity = 1;
} else if (mesh.size > 0.5 && mesh.size <= 1) {
mesh.material.opacity = 1.0 - (mesh.size - 0.5) * 2; // 0.5以后开始加透明度直到0
} else if (mesh.size > 1 && mesh.size < 2) {
mesh.size = 0;
}
})
},
// 动画 - 城市标记
animationCityMarker() {
this.cityMarkerMeshArr.forEach(mesh => {
// console.log(mesh);
mesh.rotation.z += 0.05;
})
},
看一下tab点击有什么逻辑
// 切换Group形态
groupOneChange() {
console.log("groupOneChange");
// CSS2DObject数据单独做处理
this.cityNumMeshArr.forEach(e => {e.visible = true});
this.alarmNameMeshArr.forEach(e => {e.visible = false});
this.energyNameMeshArr.forEach(e => {e.visible = false});
this.monitorNameMeshArr.forEach(e => {e.visible = false});
this.groupOne.visible = true;
this.groupTwo.visible = false;
this.groupThree.visible = false;
this.groupFour.visible = false;
},
到这里,就知道为什么要提前把tab的模型进行分组放了
完毕,下一节介绍tween.js动画
原文作者:编辑 ethanpu